Wild Life - ๖ۣۜPower๖ۣۜpuncher

Hello everyone, welcome to this week's progress report. 

Level: 
We have continued working on the detail meshes for Apoc and have started the next phase for Umbar, creating a tile set for all buildings. In parallel, we’ve been testing our foliage production tools, focusing on mesh creation and wind animation. On the other side, we’ve completed a major update to our landscape material. Our current focus now is on improving textures and refining the terrain mesh itself.

Code:Here in the coding den, we resolved a bunch of issues that came up during testing. E.g. NPCs not being interactable and just standing around after sleeping, projectiles hitting light foliage, missing crosshair after switching player, among other things.

We also implemented one of the improvements we have planned for the combat; using Exhaust as more of a resource, where dodges and special attacks build exhaust, while light attacks reduce it. This is meant to entice the use of different attack types during a fight.

It's been a long time coming; we have started work on a customizable Tattoo/Skin marking system! You will be able to layer as many tattoos as you want in the sandbox, including custom external ones. This system will also be used in story mode, but there it will be limited to one tattoo per body slot (Upper Arm, Lower arm, Leg, Back, Face etc).

Character:This week, we finally got to tackle the “eyebrow issue” where sometimes, depending on character and skin texture combination you would see an additional set of eyebrows which are painted on the skin texture itself and don't align with the eyebrow mesh. Our solution was to remove the painted eyebrows from the skin textures and add a secondary mesh to the characters to improve the eyebrow rendering and fix those gaps and holes between the brow hair meshes where you could see too much skin below.

Additionally, we started work on one of the planned ambient creatures. This cute alien crab will wander the beach regions of Kerpal.

Animations: In the animation department, we reached a big milestone this week: All character skeletons can now use the melee weapons they will need in the story mode. This means Game Design is now free to not only give every NPC their signature weapon, but also to create all sorts of humanoid enemies: Claw-wielding cannibals, goatmen with daggers, bull bandits with great axes, lizards with twinblades and many more combinations are now possible.

In addition to this, we worked on item use animations, such as eating food or drinking potions, and on some more routines for the lizards in Adûn.

Design:We have worked on quests and dialogues in Lake Village, Warrior Village and Alpha Camp. New quests and characters have been added. Most characters got new dialogue options. Existing quests have been improved on, e.g. the information the player gathers for Fox about the Kerpali has been spread out to more characters. Elber doesn't get killed by Lizards before the player finds him at the pod anymore. Max has to gain the respect of the Warriors before he can do his initiation, etc. 
The dialogues will now be handed over to our writer to improve the choice of words and make it sound more natural.

Thank you for all your continued support,

-Wild Life Team

Fragrance Point - Halber Ball
Minor update:
  • Switched to a new Unity version due to a security issue with the old one
  • Fixed the camera in the credits scene
  • Changed some things under the hood to make the mac build run smoother
  • The June update is now part of the mac build
Oct 25
Jacob's Quest Anniversary Edition - spacefarergames
  • We've fixed an issue that could occur when defeating Pazuzu, Jacob would get stuck in the middle of the next area after going up the elevator, blocking further progress. This has been resolved.

Necrosis: Dawn of Dread - Muscle Mike

Swole Software is proud to announce the release of Demo Build 34 for Necrosis: Dawn of Dread, delivering the most refined version of the survival horror experience to date.

This latest build introduces a comprehensive UI overhaul, enhanced pacing adjustments, and refined balance changes, all designed to elevate player immersion and challenge. In addition, a wide range of bug fixes and quality-of-life improvements ensure smoother, more reliable gameplay.

Necrosis: Dawn of Dread continues to push forward as a premier cooperative survival horror experience, combining tense atmosphere, strategic resource management, and relentless undead threats. With Demo Build 34, players can expect the highest level of polish yet.

Demo Build 34 is now available! Download and experience the new update today!

Sofia's Dark Fantasies - Episode 1 - greuceanuheavyindustries
Quick Freeze Fix Update

Found and fixed one more edge case that could cause freezing in specific situations. The game should now run smoothly for everyone regardless of settings or play style.

Tested on systems that were previously crashing - all working perfectly now.

Thanks for your patience! The patch is now live. ✨
Hack and Slash Fury - juan_poder_azure
Graphical improvements, sound quality for soundtrack, modified fog and light, shaders as well, enemy bars removed.
UnderAttack - age_of_junqian
1. Vicar heal and preach except each other.
牧师加血和传教技能不能同时发动
Orange Roulette - Matzerath
  • fixed a glitch with the music transition
  • addressed an issue in Protag's Dream with 'Self + Two Spins' where the two spins did not fully reset
Oct 25
PIT OF GOBLIN - David.

The feedback we’ve gotten for the ‘Patch of Goblin’ update has far exceeded our expectations and we are so happy to see people enjoy the new content. We’re working hard to make sure we can bring you a good experience, therefore it’s already time for the first minor patch for ‘Patch of Goblin’ to address some of the issues that have been reported.

Bug fixes:

  • Fire now causes aggro, goblins WILL attack you if you set them on fire!

  • Corpses can no longer be set on fire, no more perpetual corpse bonfires when multiple corpses were on fire next to each other

  • The bucket now has navigation in the lobby, meaning hostile goblins will follow you into the bucket

  • Corpses that had been carried and dropped no longer show up as idling creepy goblins for players joining afterwards

  • Avoidance has been added to goblin NPCs, they will no longer bunch up into each other when chasing you

The Stranded Traveler - DeadEagle [SFG]

📦 New project from DeadEagle: Parcel Frenzy: Get To Work! 🚧

You run the warehouse now. The boss is calling in from a beach chair while you’re the one keeping the whole place from falling apart.

Parcel Frenzy is a fast, messy, first-person warehouse sim where every shift is a little bit controlled chaos. Sort packages by weight, stack pallets under 60 kg, label them, seal them, and ship them out before the day’s over. Blow a circuit, fry a conveyor, or drop the wrong box, and your budget takes the hit. Go bankrupt… you’re fired.

It’s frantic, it’s weirdly satisfying, and once you hit the flow, it’s hard to stop.

Modes & extras:

🕒 Main Shift – 08:00 – 22:00 warehouse grind.

💀 Haunted Shift – a cursed graveyard version with ghost customers, reputation system, and global leaderboards.

🎃 Seasonal Themes – Halloween and Christmas automatically unlock when you play in October or December.

🪑 Build Mode – decorate your warehouse with 50+ persistent items, from benches to barrels.

SpeedSort Minigame – a pure reflex challenge with its own global leaderboard.

Everything is manual, rotate, lift, and place every package on a pallet yourself. The boss still won’t pay for better gear, but somehow the junk keeps working.

Early Access begins January 16 2026 on Steam at €4.99, with free seasonal content after launch.

👉 Add it to your wishlist:

https://store.steampowered.com/app/3899400/Parcel_Frenzy_Get_To_Work/

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